Magic & Cults

Magical characters fall into two catagories: those who start as magic users (mages); and those who
acquire magical abilities through campaigns (clerics).
Mages

Mages can research new spells and enchant objects in the same way other characters might build
items. There are potentially more serious risks if it doesn't work, as the object is mystically linked
to the character! One quick and easy enchantment is to make their costume appear with a mental
command, and replace whatever they were wearing (Feeble intensity)!

RULES FOR MAGIC: The original game never had clear rules for magic users, so you may want to think of your
own way of doing things. Here are some suggestions:

Standard  Rules- Magic is divided into 3 classes. PERSONAL (using energy from within the body to influence
the body), UNIVERSAL (using ambient energy to change things within the immediate environment), and
DIMENSIONAL (using energy from other realms to conjure objects or cause events that are normally
impossible in our own realm). The power rank represented the particular spell known to the character, and all
spells were cast using a psyche feat. More complex versions of these rules can be found in the 3 books of
magic that you can download from Zan.
Ultimate Rules - The Ultimate Powers List has magic as a catagory of super power. As such spells are just like
any other power.
AD&D Style Rules - The mage must try to re-memorise the spells each day (using a Reason feat against the
intensity of the spell). Thus, low power rank spells are easier to remember than more powerful ones. The mage
casts memorised spells using a psyche feat.
Magic Capacity Rules - Every spell has a fixed intensity rank, and the character's "super-power" is to be able
to manipulate a psyche-rank amount of magic every 24hours. Some spells are accessed directly by the mage
(therefore using a lot of their power), while others are stored in enchanted wands, scrolls, weapons and objects
(and so require only a small "access spell" to trigger -  e.g. Poor intensity). When creating a character the player
must decide how many spells are memorised and how many are in enchanted objects - this will obviously relate
to their  psyche.

Casting a spell requires an intensity feat. Spells of comparitavely low intensity may be considered
automatic for a mage with a Psyche more than 2 ranks higher. Enchanted objects usually have
low intensity casting spells.

Mages should avoid becoming members of a cult (not an absolute rule), and instead seek out
gurus (who might be cult members themselves) as this will give them faster advancement.
Enchanted Objects

These release a stored spell when a minor invocation is used (usually 3 or 4 ranks lower than the
stored spell intensity). These object usually have a number of safeguards built in, partly to prevent
the non-worthy using them, or as a limitation accepted at the time the object was created to gain
bonuses under certain conditions.

Some cursed enchanted objects will be in constant effect (the spell constantly recasting itself once
it elapses). If the character cannot supply sufficient psychic energy (fails the psyche feat required
to cast the spell) the object will draw psychic energy straight from the character Psyche rank,
reducing it permanently! Eventually the object will be able to control the actions of the character!
Clerics
Non-magical characters can become clerics by joining a "cult " (see character advancement), and
thereby becoming the custodian of enchanted relics charged with mystical power (sometimes
finding an enchanted item may automatically make the character its guardian, especially in cults
that believe in destiny). The aquisition of power and status can lead to an increasingly important
role in destiny (gaining the talent Mystic Background), and eventual immortality

As with mages, only Psyche rank amount of magic can be released every 24hours by the
character in an attempt to trigger the enchanted object.

Different cults will have different belief systems, rituals, restrictions, powers and mortal-realm
focus. Some will be focused on the here and now, others will be almost entirely concerned with
the actions of beings in another dimension. Types of cults and their varying focus on the mortal world In the game, cults are often secret  organisations that operate by their own laws.  Their secret nature is extremely useful for a cunning judge when planning a new adventure: Long time non-player characters can suddenly be discovered to be cult apostles; mysterious ritual killings can
occur at certain times of day; you get the idea! The specific nature of the cult can generate
storylines: In some cults it may be natural (indeed encouraged) for the new leader to kill the old
one,;or the role of the cult hero may be to silence those who leave (a dilema when the hero wants
to leave - hunter becomes the hunted!).  At any rate, there are a number of campaign ideas to play with once the hero joins a cult. (If you
want to be really cruel, you can make it a condition during character generation!)